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Georgia State University Housing Presents The Muggle Quidditch Handbook Based on the International Quidditch Association 5th edition Handbook
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What is Muggle Quidditch? Muggle Quidditch is a fast-paced, fully co-ed contact sport with seven athletes on each team playing four different positions and using three different balls. Every player must have a broom between his or her legs at all times. Each game begins with the release of the snitch and ends when the snitch is caught by a seeker. While the game can appear chaotic to the casual observer, once familiar with the basic rules, quidditch is an exciting sport to watch and even more exciting to play. The game has been described as a cross between rugby, dodge ball, and tag, which is a good approximation.
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Positions Overview 3 Chasers - These players must move the quaffle down the pitch by running and/or passing, with the aim of throwing or kicking it through the opposing team’s hoops to score ten points. 2 Beaters - These players must throw or kick the bludgers at opposing players in order to temporarily knock them out of play. 1 Keeper - These players must defend their team’s hoops in order to prevent the other team from scoring. 1 Seeker - These players must chase down the snitch runner and remove the snitch from him/her, scoring 30 points and ending the game.
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Chasers Chasers per Team: 3 Game Ball Used: Quaffle Objective: Throw the Quaffle through the opposing team’s Hoop Goals to score 10 points. Headband Color: White Using the Quaffle Running – Chasers may run with the Quaffle for an unlimited amount of time. Passing – Chasers may pass the Quaffle to any Chaser or Keeper on their team. Shooting – Chasers must throw the Quaffle through the Hoop Goals to score. All shots must be made with at least one foot outside of the Goal Zone (Note this is the Goal Zone, not the Keeper Zone, from which they are allowed to shoot in). Stealing – Chasers may attempt to steal the Quaffle from opposing players, using any legal means necessary (see Physical Contact). Kicking – Chasers are allowed to kick the Quaffle but may not kick it repeatedly. They are allowed one kick, and then must pick up the Quaffle and carry it in their hands before they are allowed to kick it again. Deflecting – Chasers may use the Quaffle to block incoming Bludgers. If they are successful and they are not hit anywhere on their body, then the Deflection is complete and the Bludger has no effect.
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Beaters Beaters per team: 2 Game Ball Used: Bludger Objective: Throw the Bludger to hit opposing players. Headband Color: Black Using the Bludger Running - Beaters may hold a Bludger and run with it for an unlimited amount of time. Note that a Beater may hold up to three Bludgers. Passing - Beaters may pass any Bludger to a friendly Beater. Throwing/Hitting - Beaters may use the Bludger to attack opposing players of any type, including Seekers and other Beaters. Note: It is necessary that the Bludger is thrown with great force to ensure that the player struck is aware of the impact. Defensive Catching - Beaters and Beaters ONLY, may catch a Bludger that is thrown at them by an opposing player. If a Beater catches a thrown Bludger, the Knockout Effect does not occur and the player may continue play as normal. Note that a caught ball has no effect on the thrower either. Kicking - Beaters are allowed to kick the Bludger but may not kick it repeatedly. They are allowed one kick, and then must pick up the Bludger and carry it in their hands before they are allowed to kick it again. Note: Any player hit by a legally kicked Bludger is subject to the Knockout Effect.
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Beaters (cont.) The Knockout Effect - Players struck by a Bludger must drop any Game Ball they are holding and return to the Goal Zone on their side of the field. They may do so as quickly or as slowly as they like, and must circle around their goal zone once they have reached it. Until they circle around the goal zone, these players are effectively Out of Play and may not interact with any players or balls in any way, and may not substitute until they reach their Goal Zone. Once they have circled around the Goal Zone they have officially re-entered play and may immediately use or interact with Game Balls or other players. Note: Players struck by a Bludger must DROP any ball they are holding. They may not pass, throw, or even lightly toss the ball – it must be dropped right at the player’s feet. Any play made after a player has been struck by a Bludger is counted as null and may even qualify the player for a penalty (see the Physical Contact section). Deflecting - Beaters may use the Bludger to block incoming Bludgers. If they are successful and they are not hit anywhere on their body, then the Deflection is complete and the incoming Bludger has no effect.
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Keeper Keepers per Team: 1 Game Ball Used: Quaffle Objective: Prevent opponents from throwing the Quaffle through the Goal Hoops. Headband Color: Green Playing the Keeper Position Outside the Keeper Zone: While outside the Keeper Zone, the Keeper is subject to all of the same rules as a Chaser. Inside the Keeper Zone (note the Goal Zone counts as the Keeper Zone as well): While inside the Keeper Zone, the Keeper is subject to all of the same rules as a chaser with the following exceptions: Kicking – The Keeper may kick the Quaffle as much as he/she likes while in his/her own Keeper Zone. Possession – When the Keeper is in sole possession of the Quaffle while in the Keeper Zone, opposing players are not permitted to attempt to steal it from him/her. Knockout Effect Immunity – While in the Keeper Zone, the Keeper is immune to the Bludger Knockout Effect. Beaters may continue to throw Bludgers at the Keeper, but the Keeper is not subject to any effects if he is hit. Note that the Keeper may always use the Quaffle to block incoming Bludgers, just like any Chaser.
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Seeker Seekers per team: 1 Game Ball Used: The Snitch Objective: Snatch the Snitch! Headband Color: Yellow Playing the Seeker Position Snatch The Snitch - The Seeker must follow the Snitch Runner on foot and attempt to firmly pull the Snitch from the back of the Snitch Runner’s shorts. Clean Grab - The Snatch must be a Clean Grab. This means that the player may not attempt to assault, impede, molest, or otherwise subdue the Snitch Runner. If the Snitch Runner falls onto his/her back, play is halted and the Snitch Runner is given three seconds to run before play resumes. Note: Often the Snitch runner has fallen on his back with the Snitch itself in a Seeker’s hands. This does not constitute a successful Snatch unless the Snitch was entirely removed from the Runner’s shorts before the Runner fell. Remember, the objective is to Snatch the Snitch, not wrestle it to the ground. Fish in a Barrel - Seekers, like all players, may be targeted by Beaters, and are subject to the Knockout Effect as usual. Note: Seekers may not use or touch any other Game Ball besides the Snitch.
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Match Procedures 1.2. Starting the Game Procedure In order to begin the game: All seven starters must line up on the starting line in any order they choose with their brooms on the ground. All balls must be stationary (excluding the snitch) and resting in their respective positions on the pitch. The quaffle must be placed at one of the ball marks closest to the center spot. The head referee then shouts to each team, “[TEAM NAME], are you ready?” If both teams confirm that they are by shouting, dancing, or otherwise, then the head referee shouts, “Brooms down!” All players must have at least one knee on the ground with closed eyes. Any substitutes also must close their eyes. Anyone caught peeking must be cautioned. The head referee shouts, “THE SNITCH IS LOOSE!” At this point the snitch runner may run wherever she likes off the pitch while respecting the snitch perimeter established at the beginning of the match. Once the snitch runner is out of sight (or at least a good distance away if playing on an open pitch), the head referee shouts, “BROOMS UP!” On the first “B” sound of “Brooms up!” all players may immediately begin play. If someone in the audience yells “Brooms up!” too early, the head referee resets the players and announces the cadence again. In the case of an overtime period, this procedure must be repeated in the same way. 1.1. Preliminaries Ground Rules - Before a game, the head referee calls together the two teams to go over general rules. Each team must designate a captain to attend this meeting and represent the team over the course of the game. Should the captain ever leave the pitch due to injury, dismissal, or any other reason, the team must name a new captain. The captains present the referee with team rosters at this time. A coin is tossed and the team who wins the toss decides which set of hoops it must attack for the duration of regular time. In the case of first overtime, the teams change ends and attack the opposite set of hoops.
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Match Procedures 1.2. Starting the Game Infringement and Sanctions If a player leaves his position or raises his eyes before the first “B” sound of “Brooms up!” the referee warns that player and all players must reset, excluding the snitch. If the referee determines that a player was intentionally “peeking” at the snitch, he must be cautioned. The referee announces the cadence again, but does not repeat, “The snitch is loose.” If a player leaves his position more than once in the same match, that player must be cautioned. 1.3. Stopping Play Procedure Players must stop where they are when the referee blows his/her whistle twice, with the exception of seekers if the snitch is off the pitch. If the snitch returns to the pitch, seekers are then required to stop where they are. The head referee stops play in any of the following circumstances by blowing his whistle twice: A player commits a foul that directly and negatively affects a scoring opportunity or results in a change of quaffle possession. A player commits a foul that results in a card or penalty box time. The referee is unsure of a difficult call, and needs to consult with his other referees. A player is too injured to continue play, or is down on the pitch with a serious injury. External interference occurs, including when a ball from another pitch enters the pitch. A ball becomes defective. All three hoops on one side fall down or become defective.
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Match Procedures 1.4. Substitutions A substitution may be made at any time during a match, as long as the result of the substitution adheres to the rules governing players. Procedure To replace a player with a substitute, the following conditions must be observed: The substitute enters the pitch along the boundary line of his team’s keeper zone. The player substituting out is not currently knocked out. The substitute enters the pitch after the player substituting out has left the pitch. The substitute only enters the pitch after any traded equipment between the substitute and the player substituting out has been securely traded and fastened. A substitution is complete when a substitute enters the pitch. A player who has substituted out may replace another player as a substitute any time later in the match. All substitutes are subject to the authority and jurisdiction of the referee, whether called upon to play or not. Note that players switching positions must follow the substitution procedure, including switch- ing at the boundary line of their team’s keeper zone and trading necessary equipment.
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Match Procedures 1.4. Substitutions Infringement and sanctions If a substitute enters the pitch or a player substituting out leaves the pitch while violating any part of the substitution procedure: The referee stops play. The referee commands the substitute and player substituting out to return to an acceptable location for substitution. The referee cautions both players (only the player entering play serves penalty box time) and then allows the substitution. In the event of an overtime period, any number of substitutions may be made without follow- ing the substitution procedure before the start of the overtime period. During the overtime period, however, all procedures are the same.
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Match Procedures 1.5. Regulating Match Time Game Length There is no rule strictly defining the length of a match. Seeker Floor - Games and tournaments are encouraged to use a “seeker floor” of five minutes. This rule, designed to increase the length of games and prevent unfairly short games, requires that seekers remain on the sideline or pitch until five minutes have passed. They may not interact with play in any way, and are treated as though they were serving penalty box time in this regard, except that they may wander the edge of the pitch. The penalty for interacting with play is a caution. When this time expires, the scorekeeper informs the seekers that they are free to pursue the snitch off the pitch. The recommended seeker floor is five minutes, but tournament directors are allowed to set this time at 0-10 minutes as circumstances warrant. Factors to consider include the amount of space in which the snitch runner has to operate and the experience level of the snitch runner. The commissioner/tournament director and head referee can use the snitch runner to regulate the length of the match by establishing a time at the beginning of the match for the snitch runner to return to the pitch after being released. See 3.7, Snitch Runner for more information.
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Match Procedures 1.5. Regulating Match Time Ending the Game The game ends as soon as the snitch is snatched (unless the score is tied). The team whose seeker snatches the snitch is awarded thirty points. The snitch is snatched when the seeker has successfully removed the snitch ball from the snitch runner. It cannot be snatched if the snitch runner is ruled to be down or if it is not securely tucked into the shorts of the snitch runner prior to the snatch. If the snitch is snatched off the pitch, the successful seeker must return to the pitch with the snitch as quickly as possible. If the seeker does not immediately return, the snitch runner must self- report the snatch. The snitch runner should immediately report to the pitch once the snitch has been snatched, regardless. The opposing seeker is not allowed to hinder that seeker’s return in any way. As soon as the head referee believes that a seeker has legally snatched the snitch, he must stop play and confirm with the snitch runner and snitch referee. If the snatch is confirmed, he must announce the end of regular time.
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Match Procedures 1.7. Overtime In a situation in which both teams have scored an equal amount of points after the snitch has been snatched in regular time, the match proceeds into overtime. First Overtime Before the first overtime, teams switch ends of the pitch that they are defending. During overtime, 6play begins with “Brooms up!” just as in regular time by following the procedure described in 1.2, Starting the Game. In this case, the snitch does not leave the pitch but remains in the center until “Brooms up!” is called. The snitch must remain on the pitch for the duration of the overtime. The duration of overtime is five minutes or until the snitch has been snatched. After either has occurred, the team with the higher score wins the match. The procedure for overtime is as follows: The head referee grants the teams a five minute rest period between regular time and over- time. The referees reset the pitch. After five minutes, both teams take their positions at the starting line. Overtime play begins the same as regular time with ”Brooms up!” The snitch does not leave the pitch but remains on the midpoint until the sound of “B” in “Brooms up!” The team accumulating the greater number of points during the match is the winner. If both teams score an equal amount of points, the match proceeds into sudden death second overtime. Sudden Death Second Overtime The rules are similar to the first overtime. The first team to score any points, by quaffle or snitch, is the winner
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Game Play 2.1. The Mounted Broom If a player dismounts or “falls off” her broom while on the pitch, any plays made by that player while off her broom do not count. The player is considered out of play until she has followed the same procedures as the knockout effect and remounted her broom. It is the responsibility of the player to abide by this rule. The head referee must caution any player who fails to officiate herself in this manner. 2.2. Goal Scoring A goal is scored when the whole quaffle passes through one of the hoops, and no infringement of the rules of the game has been committed by the scoring team immediately prior to or during the goal. Any part or the entirety of the scoring player’s body may pass through the hoop during a legal score. Goals can be scored through either side of the hoops. Ten points are awarded to the goal scoring team. 2.3. Restarting After a Goal After scoring, all chasers of the scoring team must immediately return to their offensive keeper zone line and wait to attack until the referee restarts quaffle play. If a chaser from that scoring team is not yet back to his offensive keeper zone line when quaffle play restarts due to a very fast restart, he must still attempt to reach his offensive keeper zone line until the quaffle leaves the keeper zone. If applicable, one player with the least amount of penalty time remaining is released from the box whenever the opposing team scores a goal. In addition, after a goal has been scored, the quaffle must be in the possession of the formerly defending team’s keeper before quaffle play can be restarted. Until this time, all of the players and all of the balls except for the quaffle are live and in play
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Game Play 2.4. Goaltending A play is considered goaltending, and is scored as if the quaffle had gone through the hoop, if any of the following is true: A player other than the keeper reaches through a hoop from behind to block the quaffle, and in doing so touches the quaffle. A player other than the keeper arranges her body or any equipment behind the hoop in such a way that it prevents the quaffle from passing entirely through the hoop. For the purposes of this rule, “behind” refers to the area where the quaffle would have exited the hoop if not for the goaltending. 2.5. Scoring on Fallen or Broken Hoops If a hoop is broken, displaced, or in any way knocked down, play continues. The goal referee must fix the hoop whenever play around it subsides. No one may score in a hoop that has been dislodged. Intentionally dislodging a hoop results in a caution. If a hoop is upright at the time of a shot and falls after the release of the quaffle, a goal still counts. Failing this, a goal does not count if scored in a bro- ken hoop until that hoop has been entirely fixed. If all three of a team’s hoops are broken, the head referee must stop play until they are fixed.
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Game Play 2.6. The Knockout Effect Getting Knocked Out If a player is struck with a live bludger on any part of her body (including the head) or any part of her broom or clothing, that player has been “knocked out.” The bludger must leave the hand or foot of the attacking beater before it hits the other player in order to take effect. Any beater that taps another player with a bludger without releasing it, with the intention of deceiving that player into believing she is knocked out, must be cautioned. A bludger is live after being thrown or kicked until that bludger touches the ground. Every op- posing player struck by the bludger before it touches the ground is subject to the knockout effect. Friendly Fire - If a beater hits a teammate with a bludger, there is no effect. The beater who ini- tially released the bludger cannot be knocked out by her own bludger. Procedure After being struck by a bludger, the player must do the following before she is allowed to participate in any part of the match: Give up possession of any ball by dropping it. While giving up possession, the player must not pass, toss, roll, or kick the ball. Dismount the broom. Retreat back to her set of hoops. Touch any part of any hoop. Get back on the broom. Knocked out players are out of play and may not interact with any players or balls in any way. They may not sub out of the game. If a seeker is hit by a bludger before or during a snitch snatch, the snitch snatch does not count. Infringements and Sanctions Any play made by a player while she is knocked out is not counted. If a player willfully ignores a bludger hit, she must be cautioned. If a player fails to dismount or gets back on the broom before touching the hoops, the referee warns that player. If she intentionally or repeatedly ignores this procedure, she must be cautioned.
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Game Play 2.7. The Snitch Snatch The match lasts an indefinite amount of time until the snitch has been snatched by a seeker. Thirty points are awarded to the team whose seeker snatched the snitch, and regular time is immediately ended. A snitch snatch occurs when all of the following are true: A seeker has snatched and gained sole possession of the snitch. The snitch was securely tucked into the shorts of the snitch runner before the snitch snatch. The snitch runner was not on the ground or ruled as down during the snitch snatch No infringement of the rules of the game had been committed by the seeker immediately prior to or during the snatch. All play was not stopped when the snitch was snatched (only applicable if the snitch is on the pitch). 2.8. Physical Contact Players are allowed to physically interact over the course of play. Contact that is prohibited by the rules results in a penalty. Unintentional illegal physical contact is a back to hoops offense; intentional illegal physical contact results in a caution. These penalties can be increased depending on the circumstances. For example, a player committing illegal contact in a manner that the referee determines to be violent conduct must be sent off. Making physical contact from behind by pushing or wrapping up a player is illegal. It is always illegal to make physical contact with the head, neck, or groin. A player who finds himself making illegal physical contact due to the direct actions of an opposing player and acts immediately to correct this is not penalized. For example, if a player in the process of tackling finds himself tackling from behind due to his opponent suddenly spinning around, he is not penalized if he lets go immediately.
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Game Play 2.8. Physical Contact Stiff Arm A player is allowed to create separation from his opponent with his arm. Both attacking and defend- ing players can use this tactic. A player must not push another player to the ground. This rule does not allow a player to grab another player’s broom or clothing, to trip a player, or to slide tackle. These actions are considered illegal physical contact. Stealing A player may steal a ball from an opponent by either stripping or poking it loose. A player must not reach over the shoulder or around the neck of an opponent in an attempt to strip the ball. A player must not punch a ball loose. A punch occurs when a player winds up and swings at the ball, or attempts to poke the ball loose and hits the player in possession. Charging Players are allowed to charge other players who use the same ball. A charge is a player’s attempt to run through an opponent, halting his progress and possibly knocking him to the ground. All charges must be done without use of elbows and only performed against a player in possession of a ball or moving with the clear intent to gain possession of a ball. A shoulder must not be lowered; however, shoulder-to-shoulder contact is permissible. Players must never charge from behind. Charging a helpless receiver who is in the process of catching a pass is considered excessive force and results in a red card. Jostling for position or fighting for a ball in the air is, of course, legal. Tackling No tackling allowed!!!!
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Game Play 2.9. Fouls and Misconduct Disciplinary Sanctions A player who commits a back to hoops, cautionable, or sending off offense, on or off the pitch, directed toward an opponent, a teammate, the head referee, an assistant referee, or any other person, is disciplined according to the nature of the offense committed as determined by the referee. The yellow card is used to communicate that a player or substitute has been cautioned. Play is stopped for a caution, the player is sent to the penalty box for one minute, and any balls that the cautioned player possessed must be turned over to the opposing team’s closest eligible player to the spot of the yellow card before play is resumed. The red card is used to communicate that a player or substitute has been sent off for the remainder of the match. Play is stopped for a sending off, and any balls that the sent off player possessed must be turned over to the opposing team’s closest eligible player to the spot of the red card before play is resumed. At this time, the team must substitute a player in for the player that was sent off; this substitute is sent to the penalty box for two minutes. Judgment of disciplinary sanctions remains at the referee’s discretion. The referee has the authority to take disciplinary action from the moment he enters the pitch until he leaves the pitch after the final whistle. In the case of a minor offense, a referee may decide “no harm, no foul” and may choose to verbally warn players about an infraction he sees is occurring or thinks might occur in the near future, if he believes that such infraction is minor enough that a verbal warning would cease the offending behavior and such behavior has not yet given an advantage, actual or psychological, to any team.
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Game Play Back to Hoops Offenses A player is considered knocked and must drop (and not toss or roll, on penalty of a caution) any ball she possesses (or return it to the other team, if she possesses the quaffle) and dismount her broom if she commits any of the following offenses: Failing to return to her offensive keeper zone line before defending, after her team has scored. Unintentionally committing any illegal physical contact or interaction. Not allowing the opposing team to recover the third bludger. Pursuing a snitch runner who has been ruled down before she has received her three second head start. Dismounting the broom at any time. Sending Off Offenses A player or substitute is sent off if he commits any of the following offenses: Receiving a second caution in the same match. Attempting to hurt or deliberately hurting another player. This includes but is not limited to: A. Using intentional physical contact to the head, neck, or groin. B. Striking or attempting to strike an opponent. Committing serious foul play. Exhibiting violent conduct or using excessive force, as defined below. Spitting at an opponent. Using offensive, insulting, or abusive language and/or gestures. Delaying an opposing seeker who has snatched the snitch from returning to the pitch. Intentionally interacting with a play while serving penalty box time. “Using excessive force” is defined as when a player exceeds by far the necessary use of force and is in danger of injuring his opponent. A player who uses excessive force must be sent off.
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Game Play Cautionable Offenses A player is cautioned and shown the yellow card if he commits any of the following offenses: Committing any act of unsporting behavior, including but not limited to: A. Attempting to deceive the referee by feigning injury or pretending to have been fouled. B. Intentionally playing a ball illegally. C. Willfully ignoring a bludger hit. D. Intentionally committing any illegal physical contact or interaction. E. Intentionally altering any equipment that is part of the game. F. Playing in a dangerous manner, including intentionally slide-tackling or tripping another player. Persistently infringing the rules of the game. Intentionally or repeatedly failing to dismount when knocked out. False starting a second time in one match. Persistently or intentionally leaving the pitch. Intentionally throwing a ball off the pitch. Illegally entering play. Illegally substituting. Being the team captain when there is an illegal player or set of players on the pitch, in terms of eligibility, gender, or position. Interacting with play as a seeker before the seeker floor has ended. Interacting with a seeker before the seeker floor has ended. Intentionally and repeatedly moving after the referee has stopped play. Repeatedly delaying the game. Showing disrespect to an official or persistently questioning the referee’s decisions. Using the verbal referee commands with intent to deceive other players. Using any illegal equipment.
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Game Play The Penalty Box A player or substitute is sent to his team’s penalty box for any of the following offenses: Receiving a caution. Being sent off (his substitute is sent to the box). Committing any foul on a player in his offensive keeper zone while that player is taking a shot at an unguarded hoop. Committing any foul on a player in possession of the quaffle in his offensive keeper zone as the only defensive player in the vicinity of the offensive player or hoops. Committing any foul on a player in possession of the quaffle in his offensive keeper zone from behind when one or fewer other defensive players are in the vicinity of the offensive player and hoops. Having an illegal player or set of players on the pitch, in terms of eligibility, gender, or position (the person who replaces the last offending player is sent to the box, the captain is cautioned but not sent to the box, and the offending team also forfeits the quaffle to the opposing team upon resumption for this offense). Any of these results in one minute in the penalty box for the offending player, except for a send- ing off, which results in two minutes in the penalty box for the offending player’s replacement. Play is stopped while the player is sent to the box. If the offender is a keeper, he must switch headbands with one of his chasers before he goes to the box. Penalty time begins as soon as the head referee resumes play. The penalty for intentionally interacting with any play from the box is a red card.
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Game Play Unusual Penalty Box Situations If a substitute is ever sent to the penalty box, he is not considered in play. When he is released, he does not enter play but rejoins his team’s other substitutes off the field. If a keeper is sent to the penalty box, but all of her chasers are already in the penalty box, she must trade headbands with any other player on her team who is in play. One keeper must be in play for each team at all times. In the extremely unlikely event that six or more players are already in the penalty box when a keeper earns penalty time, a new keeper replaces her and she is treated the same as a substitute in the penalty box. Referee Whistle Commands Referees must use specific whistle commands in order to communicate with players. Note that the game is started by the command “Brooms Up!” by the head referee. For more information, see the Referee Guidebook. 2 Short Blows – Stop Play Used when a flagrant foul has been committed or to stop play for any other reason. 1 Short Blow (with downwards arm chop) – Resume Play Used to resume/restart play after any issues stopping the game (fouls, et cetera) have been resolved. 1 Long Blow or Air Horn Blow – Goal Scored Used to signify a goal scored so that the head referee or scorekeeper may record the point. 3 Long Blows Used to signal the end of the game when the snitch is snatched. All game play must stop at this point, and any plays made after the first blow do not count.
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